lionz's Forum Posts

  • When you use 2 families to determine factions surely you still have to use a variable to determine faction A and B because all objects are in both families and you would be picking all objects in the game when you say 'family' regardless of faction. So you just need one family with the instance variable for faction.

  • On destroyed should be instead of the system condition pick the spawn zone and say spawnzone.UID = enemy.var

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  • Those events need changing a bit. Get rid of the on created events. On the top event where you spawn the object here you should set the enemy variable to spawnzone.UID and also add 1 to the spawn zone variable. Also you need to get used to pick conditions with objects not System. Use the object and use compare variable.

    To explain the problem in more detail - when you use enemy on created : set variable to spawnpoint.UID again you haven't picked a spawnpoint. It doesn't assume the one it spawned from when it is a new event. You should try and do as much as possible in the event where the instances were picked.

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  • It's because the enemies don't relate to any particular spawn point. When you kill an enemy you say to reduce the spawn point variable by 1 for all spawn points. What you can do is have an instance variable on the enemies that upon being created is set to the spawn point UID from where it came. Then an enemy is related to a spawn point. Then you can say enemy on destroyed with another condition, enemy.variable=spawnzone.UID : reduce spawn zone count.

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  • I was helping someone recently with this and made a quick basic one which demonstrates how to manipulate the array, check it out dropbox.com/s/od0v0uhft2zsebu/inv%20array.c3p

  • Well it looks like an admob problem, you need to contact them

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  • Are you saying the loop is working though? Even if the picking is fixed, I don't think finding a path every tick is going to work. I would try and bring it to a more simple approach than what I'm seeing in the screenshot which is embedded chaos. Also I'm wondering why do you need 2 identical families? That was possibly the start of the problems.

  • What do the events look like? You can create invisible sprites and check if player is overlapping.

  • Pick using the sprite 2 object - compare instance variable

  • Disable adverts and try it again, is the loading time the same? Check the memory usage also.

  • > Have you proven that the same tick is the issue? It doesn't sound like it from what you're describing. Use 'enemy on destroyed'.

    The setup I use is that on enemy of x color destroyed, another sprite representing the count spawns the next one and is destroyed. Like, at 0 lights on, enemy is destroyed, the 0 lights sprite spawns the one light sprite and gets destroyed. When the 4 light sprite spawns, the combo count goes up, the score increases accordingly and the lights go back to 0. It works just fine but when more than one enemy is destroyed at the same time, only one light changes. As if a single enemy was destroyed.

    To check it up, I created a global variable that increases by one when an enemy is destroyed. And while it does increase by the correct number of enemies destroyed, it is instant. Like, destroying 8 enemies at the same time makes the count go from 0 to 8 right away instead of counting from 1 to 8 fast.

    I wonder if it could work by using this number for the events instead. Like, when this variable equals 1, make the one light sprite visible. If it's equal or above 4, spawn the 4 lights sprite, do the score thing, then subtract 4 from it. This way if say, 8 enemies are destroyed at once, the count of 8 would spawn the 4 lights and score, subtract 4 from itself and become 4, do the 4 lights and score increase again and go to zero. 9 enemies destroyed at once would do all that and set the count to 1 at the end.

    Better if you share the events and tell us what you want. Of course if you use on destroyed then the variable will increase as fast as the enemies are destroyed, if that's a problem then show us why.